Naval Ships and Tech discussion (LONG)
Choinski, Burt
BChoinski at XSERV.BILLERICA-MA.PERITUS.COM
Tue Dec 2 14:56:29 CET 1997
Scott Cohan [SMTP:scott.cohan at SSA.GOV]
|| Yes, but what do you do if your players want to travel from Fort
Kira to
|| Clima?
||
|| It's established in the system that ships travel between Pelara and
Maoun
|| across the open sea.
"Open sea hex where required, coastal hug if possible". Each day in
open sea the navigator must roll 2d10 plus his Navigation skill -- A
roll of 18+ is needed to avoid any course drift. If he rolls a 12-17 he
has low drift; 11 or less indicates high drift.
low Drift: (roll 1d6)
1-3 Move NW or SW one hex (north or south depending on previous
movement)
4-6 Move NE or SE one hex (as above)
High Drift (roll 1d6)
1 Move N one hex
2 Move NE one hex
3 Move SE one hex
4 Move S one hex
5 Move SW one hex
6 Move NW one hex
||I had dabbled a bit with the Harn pilot's almanac, so some gems may be
||in there. I was never able to convert it's numbers to P&P in a
||satisfactory way.
||
|| Are the numbers 'real world' numbers (knots, etc.), or are they in
the Harn
|| system? (Never seen Harn, so I don't know)
To some degree. There i a variety of ship designs, and a system for
constructing them. I'm not saying the data could not be converted, I
just never had much need for it (mostly land-lubber players. :)
-- Burton
---------------------------------------------------------
Burton Choinski, Peritus Software Services Inc.
bchoinski at peritus.com
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